194,558 Commits over 4,079 Days - 1.99cph!

5 Years Ago
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5 Years Ago
Updated Light tool model - color tool applies color only to parts that are meant to be colored similarly to Lamp tool models
5 Years Ago
Made NPC.NavSetGoal()'s 3rd argument to default to 100 to prevent old addons from erroring Rollback render.ClearDepth change for DModelPanel as it causes issues for addon but only for some people?
5 Years Ago
Properly pass STUDIO_ flags in sandbox entities/base_anim Fixed Lamp/Light tool effects not rendering Fixed Hoverball effects sometimes rendering twice Fixed Lua errors when thrusters are trying to use NULL particle emitters Removed some unused variables from Sandbox entities Light tool rope attaches closer to the top of the model like expected
5 Years Ago
Roof left and right side trim conditional models are applied to both client and server (for the collider, fixes fly hack false positives)
5 Years Ago
Added new optional argument to Entity.DrawModel() - flags (STUDIO_) PrePlayerDraw/PostPlayerDraw now have 2nd argument - flags (STUDIO_) DrawWorldModelTranslucent/DrawWorldModel now have 2nd argument - flags (STUDIO_) RenderOverride now also has 2nd argument - flags (STUDIO_)
5 Years Ago
Supressing no HDAdditionalLightData NREs and add a warning instead.
5 Years Ago
Compound s2p
5 Years Ago
Added a few more tools to deal with HDAdditionalLightData
5 Years Ago
Fixed unable to plant next to sapling or higher stage berry bush in a planter
5 Years Ago
AIEventData basics. Events trigger. Test data.
5 Years Ago
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5 Years Ago
Changed lift call button and button boxes placement further center. Updated relevant prefabs
5 Years Ago
Removed SocketMod_ElevatorRotation (no longer needed)
5 Years Ago
Changed lift call button and button boxes placement to avoid being covered by walls and frames, updated relevant prefabs
5 Years Ago
merge from oceanlevel_deployable_fix
5 Years Ago
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5 Years Ago
Reworked elevator connections to use construction sockets instead of bounds overlaps
5 Years Ago
merge from main
5 Years Ago
Working lightning storm horizon system & prefab
5 Years Ago
Shuriken system for horizon lightning storms WIP
5 Years Ago
Fixed a case where elevators wouldn't notify neighbours if they were killed via a kill command
5 Years Ago
Elevator now inherits from StabilityEntity instead of AnimatedBuildingBlock
5 Years Ago
Tweaked prevent building volumes to prevent being able to build a floor at half height through an elevator
5 Years Ago
Convert the lift section of the elevator into it's own entity
5 Years Ago
Updated elevator description
5 Years Ago
Fixed not being able to rotate elevator block
5 Years Ago
Various perf optimizations. Better emission shape for cam tracking. Small effect iterations. Packed rain & snow into code prefabs.
5 Years Ago
Fixed hurt trigger starting active Fixed hurt trigger applying damage incorrectly in listen server
5 Years Ago
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5 Years Ago
wip AI state events & listener.
5 Years Ago
merge
5 Years Ago
soundemitterbase->IsValidIndex over SOUNDEMITTER_INVALID_HANDLE
5 Years Ago
Do entity order validate before calling CreateOrUpdateEntity so the counter isn't corrupted if CreateOrUpdateEntity throws an exception Include additional info in disconnect message when entity order validate fails
5 Years Ago
Updated Scuba Overlay
5 Years Ago
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5 Years Ago
Fixed serialization issue with camera script
5 Years Ago
merge
5 Years Ago
fix error with missing addonpresets.txt
5 Years Ago
merge from main
5 Years Ago
Added Addon Presets feature
5 Years Ago
Part 3 of re-merging DestroyableRoadsigns after subtraction. Merge from MergeDestroyableRoadsigns -> Experimental
5 Years Ago
Part 2 of re-merging DestroyableRoadsigns after subtraction. Merge in the updated changes from DestroyableRoadsigns branch.
5 Years Ago
Part 1 of re-merging DestroyableRoadsigns after subtraction. Cherry-pick the original DestroyableRoadsigns merge, ignoring merge tracking.
5 Years Ago
merge from main
5 Years Ago
Update fence collider layer
5 Years Ago
Tweaked prevent building volume to stop blocking wire tool access
5 Years Ago
Add a hurt trigger to the bottom of the lift to kill any players that get stuck under it
5 Years Ago
Lift mesh is now marked as wood so it uses correct hit effects
5 Years Ago
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